Particle systems sample color from macro texture

Hey all,

I’m trying to tackle the classic trick of particles sampling their color, or any attribute really, from a texture applied across the entire effect. This is exactly a use case of the macro UV technique, however I want the particles to maintain the color from their initial position, not continue to update their color as they move through the world. (think: making an image shatter into particles). Also note, I’m only trying to do this on as a planar effect.

I’ve gone down several different avenues of tricks to do this from different tools, but all of them rely on me storing an initial position or uv state somehow: if i have the initial position stored and am able to query it in my material somehow, I can reverse offset the macro UVs as the particle moves. That is essentially the crux of the problem for me.

I could continue explaining all of my other failed attempts, but I’ll just leave at this and ask if you guys can think of any great ways to do this. I’m about to explore using render targets and blueprint further, but I’m a little new to blueprints still.

Thanks in advance for pondering this one with me.
-Keith

Hi Keith!

Unfortunately at the moment cascade is not able to realize what you need to.I suggest to you “exotic” version…
You will need a skeletal mesh with many vertices.

At the vertex color you need to bake texture.

Steps how to configure particle system and mesh in scene you can find in [here][2].

Change initial size and initial velocity up to desired.

I hope this will help you.

Love it. Thank you!